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Ebitengine - A dead simple 2D game engine for Go

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Quick Overview

Ebiten is a dead simple 2D game library for Go. It provides a simple and efficient way to create 2D games and graphical applications, with a focus on performance and cross-platform compatibility. Ebiten supports desktop, web, and mobile platforms.

Pros

  • Simple and easy-to-use API for 2D game development
  • Cross-platform support (Windows, macOS, Linux, Web, Android, iOS)
  • Excellent performance with hardware acceleration
  • Active development and community support

Cons

  • Limited to 2D graphics (no built-in 3D support)
  • Fewer advanced features compared to some larger game engines
  • Learning curve for developers new to Go programming language

Code Examples

  1. Creating a basic game window:
package main

import (
    "github.com/hajimehoshi/ebiten/v2"
)

type Game struct{}

func (g *Game) Update() error {
    return nil
}

func (g *Game) Draw(screen *ebiten.Image) {
    // Drawing code here
}

func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
    return 320, 240
}

func main() {
    ebiten.SetWindowSize(640, 480)
    ebiten.SetWindowTitle("My Ebiten Game")
    if err := ebiten.RunGame(&Game{}); err != nil {
        panic(err)
    }
}
  1. Drawing an image:
import (
    "github.com/hajimehoshi/ebiten/v2"
    "github.com/hajimehoshi/ebiten/v2/ebitenutil"
)

func (g *Game) Draw(screen *ebiten.Image) {
    img, _, err := ebitenutil.NewImageFromFile("image.png")
    if err != nil {
        panic(err)
    }
    op := &ebiten.DrawImageOptions{}
    op.GeoM.Translate(100, 100)
    screen.DrawImage(img, op)
}
  1. Handling input:
func (g *Game) Update() error {
    if ebiten.IsKeyPressed(ebiten.KeySpace) {
        // Do something when space is pressed
    }
    if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
        x, y := ebiten.CursorPosition()
        // Handle mouse click at (x, y)
    }
    return nil
}

Getting Started

  1. Install Go (if not already installed)
  2. Install Ebiten:
    go get github.com/hajimehoshi/ebiten/v2
    
  3. Create a new Go file (e.g., main.go) and copy the basic game window example from above
  4. Run the game:
    go run main.go
    

For more detailed instructions and examples, visit the Ebiten documentation.

Competitor Comparisons

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Pros of raylib

  • Multi-platform support with bindings for various programming languages
  • Comprehensive set of tools and utilities for game development
  • Extensive documentation and examples

Cons of raylib

  • Steeper learning curve for beginners
  • Less idiomatic Go code compared to Ebiten

Code Comparison

raylib (C):

#include "raylib.h"

int main(void) {
    InitWindow(800, 450, "raylib example");
    while (!WindowShouldClose()) {
        BeginDrawing();
        ClearBackground(RAYWHITE);
        DrawText("Hello, raylib!", 190, 200, 20, LIGHTGRAY);
        EndDrawing();
    }
    CloseWindow();
    return 0;
}

Ebiten (Go):

package main

import (
    "github.com/hajimehoshi/ebiten/v2"
    "github.com/hajimehoshi/ebiten/v2/ebitenutil"
)

func update(screen *ebiten.Image) error {
    ebitenutil.DebugPrint(screen, "Hello, Ebiten!")
    return nil
}

func main() {
    ebiten.Run(update, 320, 240, 2, "Ebiten example")
}

Both raylib and Ebiten are popular game development libraries, each with its own strengths. raylib offers a more comprehensive set of tools and multi-platform support, while Ebiten provides a simpler, more Go-idiomatic approach to game development.

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Pros of libGDX

  • Cross-platform development for desktop, mobile, and web
  • Extensive ecosystem with many third-party extensions and tools
  • Mature and well-established framework with a large community

Cons of libGDX

  • Steeper learning curve, especially for beginners
  • Larger codebase and more complex setup compared to Ebiten
  • Java-based, which may not be preferred by some developers

Code Comparison

libGDX:

public class MyGame extends ApplicationAdapter {
    SpriteBatch batch;
    Texture img;

    @Override
    public void create() {
        batch = new SpriteBatch();
        img = new Texture("badlogic.jpg");
    }
}

Ebiten:

type Game struct{}

func (g *Game) Update() error {
    return nil
}

func (g *Game) Draw(screen *ebiten.Image) {
    ebitenutil.DebugPrint(screen, "Hello, World!")
}

Both frameworks offer game development capabilities, but libGDX provides a more comprehensive set of features and cross-platform support. Ebiten, on the other hand, offers a simpler and more lightweight approach, making it easier to get started for Go developers. The choice between the two depends on the specific project requirements, target platforms, and developer preferences.

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Godot Engine – Multi-platform 2D and 3D game engine

Pros of Godot

  • Full-featured game engine with built-in editor, asset management, and scene system
  • Supports 2D and 3D game development with a wide range of tools and features
  • Large and active community with extensive documentation and learning resources

Cons of Godot

  • Steeper learning curve due to its comprehensive feature set
  • Larger project size and potentially slower compile times
  • May be overkill for simple 2D games or prototypes

Code Comparison

Godot (GDScript):

extends Sprite2D

func _ready():
    position = Vector2(100, 100)
    scale = Vector2(2, 2)

Ebiten (Go):

type Game struct{}

func (g *Game) Update() error {
    return nil
}

func (g *Game) Draw(screen *ebiten.Image) {
    ebitenutil.DebugPrint(screen, "Hello, World!")
}

Godot offers a more high-level, scene-based approach with its own scripting language, while Ebiten provides a lower-level, code-centric framework in Go. Godot is better suited for larger, complex games, while Ebiten excels in simplicity and performance for 2D games.

4,836

LÖVE is an awesome 2D game framework for Lua.

Pros of LÖVE

  • Mature and well-established framework with a large community and extensive documentation
  • Lua-based, offering a gentle learning curve for beginners
  • Cross-platform support for desktop and mobile platforms

Cons of LÖVE

  • Limited to Lua programming language, which may not be suitable for all developers
  • Potential performance limitations compared to lower-level frameworks

Code Comparison

LÖVE:

function love.draw()
    love.graphics.print("Hello, World!", 400, 300)
end

Ebiten:

func (g *Game) Draw(screen *ebiten.Image) {
    ebitenutil.DebugPrint(screen, "Hello, World!")
}

Key Differences

  • LÖVE uses Lua, while Ebiten is based on Go
  • Ebiten offers better performance for more complex games
  • LÖVE has a larger ecosystem of libraries and extensions
  • Ebiten provides a more streamlined API for game development

Use Cases

  • LÖVE: Ideal for rapid prototyping, game jams, and educational purposes
  • Ebiten: Well-suited for performance-critical games and developers familiar with Go

Both frameworks are excellent choices for 2D game development, with the choice depending on the developer's language preference, performance requirements, and project complexity.

7,315

🐍🎮 pygame (the library) is a Free and Open Source python programming language library for making multimedia applications like games built on top of the excellent SDL library. C, Python, Native, OpenGL.

Pros of Pygame

  • Extensive documentation and large community support
  • Rich set of built-in features for game development
  • Cross-platform compatibility (Windows, macOS, Linux)

Cons of Pygame

  • Performance limitations for complex games
  • Lack of modern GPU acceleration
  • Steeper learning curve for beginners

Code Comparison

Pygame:

import pygame

pygame.init()
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
    clock.tick(60)

Ebiten:

package main

import "github.com/hajimehoshi/ebiten/v2"

func update() error {
    return nil
}

func draw(screen *ebiten.Image) {
}

func main() {
    ebiten.Run(update, draw, 640, 480, 1, "Game")
}

Pygame offers a more traditional game loop structure with explicit event handling, while Ebiten uses a simpler callback-based approach. Pygame's code is more verbose but may be easier for beginners to understand, whereas Ebiten's code is more concise and idiomatic Go.

Both libraries provide similar basic functionality for creating game windows and handling input, but their syntax and programming paradigms differ significantly due to the underlying languages (Python vs. Go) and design philosophies.

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README

Ebitengine (v2)

Go Reference Build Status

A dead simple 2D game engine for Go

Ebitengine (formerly known as Ebiten) is an open source game engine for the Go programming language. Ebitengine's simple API allows you to quickly and easily develop 2D games that can be deployed across multiple platforms.

Overview

Platforms

For installation on desktops, see the installation instruction.

Features

  • 2D Graphics (Geometry and color transformation by matrices, Various composition modes, Offscreen rendering, Text rendering, Automatic batches, Automatic texture atlas, Custom shaders)
  • Input (Mouse, Keyboard, Gamepads, Touches)
  • Audio (Ogg/Vorbis, MP3, WAV, PCM)

Packages

Community

License

Ebitengine is licensed under Apache license version 2.0. See LICENSE file.

The Ebitengine logo by Hajime Hoshi is licensed under the Creative Commons Attribution-NoDerivatives 4.0.

GLFW

https://github.com/glfw/glfw

Copyright (c) 2002-2006 Marcus Geelnard

Copyright (c) 2006-2019 Camilla Löwy

This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.

Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:

1. The origin of this software must not be misrepresented; you must not
   claim that you wrote the original software. If you use this software
   in a product, an acknowledgment in the product documentation would
   be appreciated but is not required.

2. Altered source versions must be plainly marked as such, and must not
   be misrepresented as being the original software.

3. This notice may not be removed or altered from any source
   distribution.

Go

https://cs.opensource.google/go/go

Copyright (c) 2009 The Go Authors. All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:

   * Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
   * Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following disclaimer
in the documentation and/or other materials provided with the
distribution.
   * Neither the name of Google Inc. nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

go-gl/gl

https://github.com/go-gl/gl

The MIT License (MIT)

Copyright (c) 2014 Eric Woroshow

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

go-gl/glfw

https://github.com/go-gl/glfw

Copyright (c) 2012 The glfw3-go Authors. All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:

   * Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
   * Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following disclaimer
in the documentation and/or other materials provided with the
distribution.
   * Neither the name of Google Inc. nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.